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mirror of https://github.com/vcmi/vcmi.git synced 2025-08-13 19:54:17 +02:00

Part 3 - first working draft, cut generation time by half.

This commit is contained in:
DjWarmonger
2016-08-12 19:16:21 +02:00
parent d1255f0d67
commit 9b58450cb0
2 changed files with 82 additions and 56 deletions

View File

@@ -413,12 +413,25 @@ CTerrainViewPatternConfig::CTerrainViewPatternConfig()
// Add pattern to the patterns map
const auto & terGroup = getTerrainGroup(mappingPair.first);
terrainViewPatterns[terGroup].push_back(terGroupPattern);
std::vector<TerrainViewPattern> terrainViewPatternFlips;
terrainViewPatternFlips.push_back(terGroupPattern);
for (int i = 1; i < 4; ++i)
{
flipPattern(pattern, i); //flip original by 90 degrees and push back copy
terrainViewPatternFlips.push_back(pattern);
}
terrainViewPatterns[terGroup].push_back(terrainViewPatternFlips);
}
}
else if(i == 1)
{
terrainTypePatterns[pattern.id] = pattern;
terrainTypePatterns[pattern.id].push_back(pattern);
for (int i = 1; i < 4; ++i)
{
flipPattern(pattern, i); //flip original by 90 degrees and push back copy
terrainTypePatterns[pattern.id].push_back(pattern);
}
}
}
}
@@ -444,16 +457,17 @@ ETerrainGroup::ETerrainGroup CTerrainViewPatternConfig::getTerrainGroup(const st
return it->second;
}
const std::vector<TerrainViewPattern> & CTerrainViewPatternConfig::getTerrainViewPatternsForGroup(ETerrainGroup::ETerrainGroup terGroup) const
const std::vector<std::vector<TerrainViewPattern>> & CTerrainViewPatternConfig::getTerrainViewPatternsForGroup(ETerrainGroup::ETerrainGroup terGroup) const
{
return terrainViewPatterns.find(terGroup)->second;
}
boost::optional<const TerrainViewPattern &> CTerrainViewPatternConfig::getTerrainViewPatternById(ETerrainGroup::ETerrainGroup terGroup, const std::string & id) const
{
const std::vector<TerrainViewPattern> & groupPatterns = getTerrainViewPatternsForGroup(terGroup);
for(const TerrainViewPattern & pattern : groupPatterns)
const std::vector<std::vector<TerrainViewPattern>> & groupPatterns = getTerrainViewPatternsForGroup(terGroup);
for (const std::vector<TerrainViewPattern> & patternFlips : groupPatterns)
{
const TerrainViewPattern & pattern = patternFlips.front();
if(id == pattern.id)
{
return boost::optional<const TerrainViewPattern &>(pattern);
@@ -461,14 +475,54 @@ boost::optional<const TerrainViewPattern &> CTerrainViewPatternConfig::getTerrai
}
return boost::optional<const TerrainViewPattern &>();
}
boost::optional<const std::vector<TerrainViewPattern> &> CTerrainViewPatternConfig::getTerrainViewPatternsById(ETerrainGroup::ETerrainGroup terGroup, const std::string & id) const
{
const std::vector<std::vector<TerrainViewPattern>> & groupPatterns = getTerrainViewPatternsForGroup(terGroup);
for (const std::vector<TerrainViewPattern> & patternFlips : groupPatterns)
{
const TerrainViewPattern & pattern = patternFlips.front();
if (id == pattern.id)
{
return boost::optional<const std::vector<TerrainViewPattern> &>(patternFlips);
}
}
return boost::optional<const std::vector<TerrainViewPattern> &>();
}
const TerrainViewPattern & CTerrainViewPatternConfig::getTerrainTypePatternById(const std::string & id) const
const std::vector<TerrainViewPattern> * CTerrainViewPatternConfig::getTerrainTypePatternById(const std::string & id) const
{
auto it = terrainTypePatterns.find(id);
assert(it != terrainTypePatterns.end());
return it->second;
return &(it->second);
}
void CTerrainViewPatternConfig::flipPattern(TerrainViewPattern & pattern, int flip) const
{
//flip in place to avoid expensive constructor. Seriously.
if (flip == 0)
{
return;
}
//always flip horizontal
for (int i = 0; i < 3; ++i)
{
int y = i * 3;
std::swap(pattern.data[y], pattern.data[y + 2]);
}
//flip vertical only at 2nd step
if (flip == CMapOperation::FLIP_PATTERN_VERTICAL)
{
for (int i = 0; i < 3; ++i)
{
std::swap(pattern.data[i], pattern.data[6 + i]);
}
}
}
CDrawTerrainOperation::CDrawTerrainOperation(CMap * map, const CTerrainSelection & terrainSel, ETerrainType terType, CRandomGenerator * gen)
: CMapOperation(map), terrainSel(terrainSel), terType(terType), gen(gen)
{
@@ -643,8 +697,7 @@ void CDrawTerrainOperation::updateTerrainViews()
{
for(const auto & pos : invalidatedTerViews)
{
const auto & patterns =
VLC->terviewh->getTerrainViewPatternsForGroup(getTerrainGroup(map->getTile(pos).terType));
const auto & patterns = VLC->terviewh->getTerrainViewPatternsForGroup(getTerrainGroup(map->getTile(pos).terType));
// Detect a pattern which fits best
int bestPattern = -1;
@@ -652,7 +705,8 @@ void CDrawTerrainOperation::updateTerrainViews()
for(int k = 0; k < patterns.size(); ++k)
{
const auto & pattern = patterns[k];
valRslt = validateTerrainView(pos, pattern);
//(ETerrainGroup::ETerrainGroup terGroup, const std::string & id)
valRslt = validateTerrainView(pos, &pattern);
if(valRslt.result)
{
/*logGlobal->debugStream() << boost::format("Pattern detected at pos '%s': Pattern '%s', Flip '%i', Repl. '%s'.") %
@@ -671,7 +725,7 @@ void CDrawTerrainOperation::updateTerrainViews()
}
// Get mapping
const TerrainViewPattern & pattern = patterns[bestPattern];
const TerrainViewPattern & pattern = patterns[bestPattern].front();
std::pair<int, int> mapping;
if(valRslt.transitionReplacement.empty())
{
@@ -717,16 +771,11 @@ ETerrainGroup::ETerrainGroup CDrawTerrainOperation::getTerrainGroup(ETerrainType
}
}
CDrawTerrainOperation::ValidationResult CDrawTerrainOperation::validateTerrainView(const int3 & pos, const TerrainViewPattern & pattern, int recDepth /*= 0*/) const
CDrawTerrainOperation::ValidationResult CDrawTerrainOperation::validateTerrainView(const int3 & pos, const std::vector<TerrainViewPattern> * pattern, int recDepth /*= 0*/) const
{
//constructor for pattern object is very expensive, but we can't manipulate const object :(
auto flippedPattern = pattern; //TODO: store cached patterns in 4 positions to avoid very expensive construction
for(int flip = 0; flip < 4; ++flip)
{
if (flip > 0)
flipPattern (flippedPattern, flip);
auto valRslt = validateTerrainViewInner(pos, flippedPattern, recDepth);
auto valRslt = validateTerrainViewInner(pos, pattern->at(flip), recDepth);
if(valRslt.result)
{
valRslt.flip = flip;
@@ -806,10 +855,11 @@ CDrawTerrainOperation::ValidationResult CDrawTerrainOperation::validateTerrainVi
{
if(terType == centerTerType)
{
const auto & patternForRule = VLC->terviewh->getTerrainViewPatternById(getTerrainGroup(centerTerType), rule.name);
if(patternForRule)
const auto & group = getTerrainGroup(centerTerType);
const auto & patternForRule = VLC->terviewh->getTerrainViewPatternsById(group, rule.name);
if(auto p = patternForRule)
{
auto rslt = validateTerrainView(currentPos, *patternForRule, 1);
auto rslt = validateTerrainView(currentPos, &(*p), 1);
if(rslt.result) topPoints = std::max(topPoints, rule.points);
}
}
@@ -906,31 +956,6 @@ bool CDrawTerrainOperation::isSandType(ETerrainType terType) const
}
}
void CDrawTerrainOperation::flipPattern(TerrainViewPattern & pattern, int flip) const
{
//flip in place to avoid expensive constructor. Seriously.
if(flip == 0)
{
return;
}
//always flip horizontal
for(int i = 0; i < 3; ++i)
{
int y = i * 3;
std::swap(pattern.data[y], pattern.data[y + 2]);
}
//flip vertical only at 2nd step
if(flip == FLIP_PATTERN_VERTICAL)
{
for(int i = 0; i < 3; ++i)
{
std::swap(pattern.data[i], pattern.data[6 + i]);
}
}
}
void CDrawTerrainOperation::invalidateTerrainViews(const int3 & centerPos)
{
auto rect = extendTileAroundSafely(centerPos);

View File

@@ -115,14 +115,14 @@ public:
virtual void redo() = 0;
virtual std::string getLabel() const = 0; /// Returns a display-able name of the operation.
protected:
MapRect extendTileAround(const int3 & centerPos) const;
MapRect extendTileAroundSafely(const int3 & centerPos) const; /// doesn't exceed map size
static const int FLIP_PATTERN_HORIZONTAL = 1;
static const int FLIP_PATTERN_VERTICAL = 2;
static const int FLIP_PATTERN_BOTH = 3;
protected:
MapRect extendTileAround(const int3 & centerPos) const;
MapRect extendTileAroundSafely(const int3 & centerPos) const; /// doesn't exceed map size
CMap * map;
};
@@ -336,14 +336,16 @@ public:
CTerrainViewPatternConfig();
~CTerrainViewPatternConfig();
const std::vector<TerrainViewPattern> & getTerrainViewPatternsForGroup(ETerrainGroup::ETerrainGroup terGroup) const;
const std::vector<std::vector<TerrainViewPattern>> & getTerrainViewPatternsForGroup(ETerrainGroup::ETerrainGroup terGroup) const;
boost::optional<const TerrainViewPattern &> getTerrainViewPatternById(ETerrainGroup::ETerrainGroup terGroup, const std::string & id) const;
const TerrainViewPattern & getTerrainTypePatternById(const std::string & id) const;
boost::optional<const std::vector<TerrainViewPattern> &> getTerrainViewPatternsById(ETerrainGroup::ETerrainGroup terGroup, const std::string & id) const;
const std::vector<TerrainViewPattern> * getTerrainTypePatternById(const std::string & id) const;
ETerrainGroup::ETerrainGroup getTerrainGroup(const std::string & terGroup) const;
void flipPattern(TerrainViewPattern & pattern, int flip) const;
private:
std::map<ETerrainGroup::ETerrainGroup, std::vector<TerrainViewPattern> > terrainViewPatterns;
std::map<std::string, TerrainViewPattern> terrainTypePatterns;
std::map<ETerrainGroup::ETerrainGroup, std::vector<std::vector<TerrainViewPattern> > > terrainViewPatterns;
std::map<std::string, std::vector<TerrainViewPattern>> terrainTypePatterns;
};
/// The CDrawTerrainOperation class draws a terrain area on the map.
@@ -384,11 +386,10 @@ private:
ETerrainGroup::ETerrainGroup getTerrainGroup(ETerrainType terType) const;
/// Validates the terrain view of the given position and with the given pattern. The first method wraps the
/// second method to validate the terrain view with the given pattern in all four flip directions(horizontal, vertical).
ValidationResult validateTerrainView(const int3 & pos, const TerrainViewPattern & pattern, int recDepth = 0) const;
ValidationResult validateTerrainView(const int3 & pos, const std::vector<TerrainViewPattern> * pattern, int recDepth = 0) const;
ValidationResult validateTerrainViewInner(const int3 & pos, const TerrainViewPattern & pattern, int recDepth = 0) const;
/// Tests whether the given terrain type is a sand type. Sand types are: Water, Sand and Rock
bool isSandType(ETerrainType terType) const;
void flipPattern(TerrainViewPattern & pattern, int flip) const;
CTerrainSelection terrainSel;
ETerrainType terType;